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201 lines
6.3 KiB
C++
201 lines
6.3 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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//
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#include "nel/3d/packed_world.h"
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//
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#include "nel/misc/grid_traversal.h"
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using namespace NLMISC;
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namespace NL3D
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{
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// *************************************************************************************************
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void CPackedWorld::build(std::vector<TPackedZoneBaseSPtr> &packedZones)
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{
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_ZoneGrid.clear();
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_Zones.clear();
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if (packedZones.empty()) return;
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CAABBox box;
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nlassert(packedZones[0]);
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box = packedZones[0]->Box;
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for(uint k = 1; k < packedZones.size(); ++k)
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{
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nlassert(packedZones[k]);
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box.extend(packedZones[k]->Box.getMin());
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box.extend(packedZones[k]->Box.getMax());
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}
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_ZoneMinX = (sint32) floorf(box.getMin().x / 160.f);
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_ZoneMinY = (sint32) floorf(box.getMin().y / 160.f);
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//
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sint32 zoneMaxX = (sint32) floorf(box.getMax().x / 160.f);
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sint32 zoneMaxY = (sint32) floorf(box.getMax().y / 160.f);
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//
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_ZoneGrid.init(zoneMaxX - _ZoneMinX + 1, zoneMaxY - _ZoneMinY + 1);
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_Zones.resize(packedZones.size());
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//
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for(uint k = 0; k < packedZones.size(); ++k)
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{
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CZoneInfo zi;
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zi.Zone = packedZones[k];
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zi.RaytraceCounter = 0;
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_Zones[k] = zi;
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sint zoneMinX = (sint) floorf(packedZones[k]->Box.getMin().x / 160.f) - (sint) _ZoneMinX;
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sint zoneMinY = (sint) floorf(packedZones[k]->Box.getMin().y / 160.f) - (sint) _ZoneMinY;
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sint zoneMaxX = (sint) floorf(packedZones[k]->Box.getMax().x / 160.f) - (sint) _ZoneMinX;
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sint zoneMaxY = (sint) floorf(packedZones[k]->Box.getMax().y / 160.f) - (sint) _ZoneMinY;
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for (sint y = zoneMinY; y <= zoneMaxY; ++y)
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{
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if (y < 0) continue;
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if (y >= (sint) _ZoneGrid.getHeight()) break;
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for (sint x = zoneMinX; x <= zoneMaxX; ++x)
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{
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if (x < 0) continue;
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if (x >= (sint) _ZoneGrid.getWidth()) break;
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_ZoneGrid(x, y).IDs.push_back((uint32) k);
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}
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}
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}
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_RaytraceCounter = std::numeric_limits<uint32>::max();
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}
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// *************************************************************************************************
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bool CPackedWorld::raytrace(const NLMISC::CVector &start, const NLMISC::CVector &end, CVector &inter, std::vector<NLMISC::CTriangle> *testedTriangles /*= NULL*/, NLMISC::CVector *normal)
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{
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if (_ZoneGrid.empty()) return false;
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++_RaytraceCounter;
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float bestDist = FLT_MAX;
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CVector bestNormal(CVector::Null);
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CVector currEnd = end;
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CVector currInter;
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if (_RaytraceCounter == std::numeric_limits<uint32>::max())
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{
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for(uint k = 0; k < _Zones.size(); ++k)
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{
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_Zones[k].RaytraceCounter = 0;
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}
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}
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sint currX, currY;
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CVector2f start2f(start.x / 160.f, start.y / 160.f);
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CVector2f dir2f((end.x - start.x) / 160.f, (end.y - start.y) / 160.f);
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CGridTraversal::startTraverse(start2f, currX, currY);
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do
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{
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sint x = currX - (sint) _ZoneMinX;
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sint y = currY - (sint) _ZoneMinY;
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if (x < 0) continue;
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if (y < 0) continue;
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if (x >= (sint) _ZoneGrid.getWidth()) continue;
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if (y >= (sint) _ZoneGrid.getHeight()) continue;
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std::vector<uint32> &currZoneList = _ZoneGrid(x, y).IDs;
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for(uint k = 0; k < currZoneList.size(); ++k)
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{
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if (_Zones[currZoneList[k]].RaytraceCounter != _RaytraceCounter) // already visited
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{
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NLMISC::CVector normalTmp;
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if (_Zones[currZoneList[k]].Zone->raytrace(start, currEnd, currInter, testedTriangles, &normalTmp))
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{
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float dist = (currInter - start).norm();
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if (dist < bestDist)
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{
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bestNormal = normalTmp;
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bestDist = dist;
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inter = currInter;
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currEnd = currInter; // during search, just seek hit that are nearest
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}
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}
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_Zones[currZoneList[k]].RaytraceCounter = _RaytraceCounter;
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}
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}
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if (bestDist != FLT_MAX)
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{
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if (normal)
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{
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*normal = bestNormal;
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}
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return true;
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}
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}
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while (CGridTraversal::traverse(start2f, dir2f, currX, currY));
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return false;
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}
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// *************************************************************************************************
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void CPackedWorld::getZones(std::vector<TPackedZoneBaseSPtr> &zones)
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{
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zones.clear();
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for(uint k = 0; k < _Zones.size(); ++k)
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{
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zones.push_back(_Zones[k].Zone);
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}
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}
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// *************************************************************************************************
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void CPackedWorld::serialZoneNames(NLMISC::IStream &f) throw(NLMISC::EStream)
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{
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f.serialVersion(1);
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f.serialCheck(NELID("OWPA"));
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f.serialCont(ZoneNames);
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}
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// *************************************************************************************************
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void CPackedWorld::serial(NLMISC::IStream &f) throw(NLMISC::EStream)
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{
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serialZoneNames(f);
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f.serialCont(_Zones);
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f.serial(_ZoneGrid);
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f.serial(_ZoneMinX);
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f.serial(_ZoneMinY);
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}
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// *************************************************************************************************
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void CPackedWorld::select(const NLMISC::CPolygon2D &poly, std::vector<NLMISC::CTriangle> &selectedTriangles) const
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{
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selectedTriangles.clear();
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// compute covered zones
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NLMISC::CPolygon2D zonePoly = poly;
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for (uint k = 0; k < zonePoly.Vertices.size(); ++k)
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{
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zonePoly.Vertices[k].x = zonePoly.Vertices[k].x / 160.f - (float) _ZoneMinX;
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zonePoly.Vertices[k].y = zonePoly.Vertices[k].y / 160.f - (float) _ZoneMinY;
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}
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NLMISC::CPolygon2D::TRasterVect borders;
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sint minY;
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zonePoly.computeOuterBorders(borders, minY);
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for (sint y = minY; y < (sint) (minY + borders.size()); ++y)
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{
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if (y < 0 || y >= (sint) _ZoneGrid.getHeight()) continue;
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for (sint x = borders[y - minY].first; x <= borders[y - minY].second; ++x)
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{
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if (x < 0 || x >= (sint) _ZoneGrid.getWidth()) continue;
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{
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const CZoneIndexList &zil = _ZoneGrid(x, y);
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for (uint k = 0; k < zil.IDs.size(); ++k)
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{
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_Zones[zil.IDs[k]].Zone->appendSelection(poly, selectedTriangles);
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}
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}
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}
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}
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}
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} // Nl3D
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